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Want a new duel gamemode?

  • Yes

    Votes: 1 50.0%
  • No

    Votes: 1 50.0%

  • Total voters
    2

betty's oldies

Forum Expert
Want a new duel gamemode? Want to defeat your masters (and get their better rank, just kidding)? Then this is for you!

Background information
Lore as to how Rak'Shir works can be found here:
http://starcraft.wikia.com/wiki/Rak'Shir

Mechanics will be described below.

Mechanics
1. General: This game can support up to 16 players (same lobby size as blockwars). There's 2 teams: blue (challenger) and red (higher-ranked challenged). One player on each team is randomly selected as their team's champion. 7 players are chosen as the team's supplicants.

2. Champions: Champions are locked in a 3x3 "cage" against each other; champions are invincible and cannot attack supplicants. Champions can "attack" each other but not kill (give a very high resistance status effect).

In the image below, since I didn't have any real players to use as examples, I used a pumpkin and a team-colored wool as the champion.

Gear (not relevant to combat, for designation only): Gold helm, gold legs, gold boots and team-colored leather tunic (unbreakable durability).

3. Supplicants: Their goal is to support their champion and push the opponent's champion into his pit (blue must push red's champion into red's pit).Supplicants can attack each other. When killed, they take 10 seconds to respawn. Supplicants cannot enter the 3x3 "cage" but can support their champion by being inside the green ring (area can be much larger). If both teams' supplicants are inside, the area is considered "contested," meaning the "cage" cannot move. If one team's supplicants are inside, then the cage will move (example: in the image below, since blue is inside the 7x7 box the "cage" will move toward red's side. The more supplicants support their champion, the faster the "cage" will move. The rate is capped at 6x (so 6 supplicants will maximize the move speed of the cage). The minimum speed when 1 supplicant is nearby is 1 block/second.

Supplicants respawn on their base (where I placed a 1x2 pillar of wool without a head).

Gear: See kits section below.

4. Pylons (control points): At least 1 or 2 spawn in the map in critical locations (of course not near the champions, but closer to the middle of the map). These function like a teleporter by warping you in when you respawn. You have the option where you want to respawn when you die: at your home base or at a pylon. Note if you respawn at your homebase, you cannot use the pylon to warp in until you die. Warped players spawn in a 12x12 area centered at the pylon (6 block radius).

Capturing a pylon takes 15 seconds with 1 player. Capture rate is inversely proportional to how many players (capped at 3) are near the pylon in a 5x5 area (e.g. 2 players lowers the time to 7.5 seconds and 3 players lowers the time to 5 seconds).

GUI (for red team, red wool = red's homebase, gold = any red controlled pylon.
2016-12-27_14.33.58.png


A pylon looks like this but its dimensions can be scaled down:
http://www.planetminecraft.com/project/pylon---starcraft-ii/

Scaled down version (at least something like this, but should have a better design). Note the 5x5 capture area (green wool):
2016-12-27_14.33.54.png

2016-12-27_14.33.51.png


Kits: All players come with at least full leather armor, a bow, 5 arrows, and a stone sword. Kits provide bonuses only or give items in exchange for others). Each kill gives 5 arrows. More kits can be added (some based on Blockwars kits).

-Speedling: 50% faster capture rate for pylons and champion. For example, if you're the only one near your champion, your champion moves at a 1.5x rate instead of the normal 1x rate; if another player without this kit is nearby, your champion will move 2.5x faster.
-Zealot: Replaces leather tunic with gold chestplate and stone sword with an iron sword. No bow and arrows.
-Marine: Replaces the stone sword with a stone shovel. Starts with 10 arrows instead of 5.
-Ninja: Same as blockwars's ninja. Comes with an iron sword, a bow (no arrows), cloaking device (stained glass), but no armor.
-Tank: Takes 30% less damage but deals 30% less damage.

Rewards:
-100XP, 25 points for winning.
-Supplicants: Each kill gives 1 point.
-Champions: 1 point every 30 seconds. Gives an extra point after every 30 seconds (max of 4 points per 30 seconds). For example, at the first 30 seconds, the champions get 1 point. The next 30 seconds gives 2 points.

Achievements (more can be added):
-Win 1/10/100/1000/10000 games of Rak'Shir.
-Kill 100/1000 enemy supplicants.
-Win a game of Rak'Shir without ever allowing your champion to be pushed back. This achievement is awarded to the entire team.
-Have all of your team's supplicants support your champion at the same time.
-Stay near your champion for the entire time and don't die at all.

Example image
The arena should be much larger than this and have flank routes, but this image below is just to illustrate how Rak'Shir works.
2016-12-23_12.55.59.png
 
Last edited:

smkorpi

Member
Dec 3, 2016
98
49
18
Looks cool, but you need something to be added to push people away from corners, maybe not walls but void. If a supplicant falls off its a death, if the champion falls off they respawn in the very middle.
I feel like corner camping would be a major problem in this type of game
 

betty's oldies

Forum Expert
Looks cool, but you need something to be added to push people away from corners, maybe not walls but void. If a supplicant falls off its a death, if the champion falls off they respawn in the very middle.
I feel like corner camping would be a major problem in this type of game
Catch is, the cage will always be moving depending on which team has control over it. No one can enter the cage, so everyone is in the open.
 

betty's oldies

Forum Expert
This means we don't have corner camping. How can supplicants support their champion if part of the 7x7 area is a hole to the Void? That also won't give enough area for champions to stay inside their cage if not and also to stick with the original Rak'Shir mission.

I will edit the OP and add "pylons" (control points) to encourage teams to try to get map control.
 
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